Story of Stories storyofstorieswiki https://storyofstories.miraheze.org/wiki/Main_Page MediaWiki 1.40.1 first-letter Media Special Talk User User talk Story of Stories Story of Stories talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Module Module talk Main Page 0 1 1 2023-10-15T12:01:46Z MediaWiki default 1 Create main page wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. 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You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phab:|Phabricator]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! 21236ac3f8d65e5563b6da6b70815ca6bf1e6616 2 1 2023-10-16T02:59:44Z Avinselavinz 2 I'm the fucking author! wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This is the official wiki of Story of Stories, a massive fantasy epic spanning 600,000 years of history. This is still a new wiki, so expect things to be a little barren before things really get started === Things to be worked on === Magic System Lore (0/100%) Specific Stories (0/100%) Characters (0/100%) Rambling bfca18e5f8726ca1db4c7c4ef2eab0e3ecf69a8b 3 2 2023-10-16T03:04:52Z Avinselavinz 2 Shut up! wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This is the official wiki of Story of Stories, a massive fantasy epic spanning 600,000 years of history. This is still a new wiki, so expect things to be a little barren before things really get started. === Things to be worked on === [[Enigma]] (0/100%) Specific Stories (0/100%) Characters (0/100%) Rambling (0/100%) 85c100de9dd85da04ca2733cf52a3dc5e97aacac 21 3 2023-10-16T05:48:00Z Avinselavinz 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This is the official wiki of Story of Stories, a massive fantasy epic spanning 600,000 years of history. This is still a new wiki, so expect things to be a little barren before things really get started. 8ca8af8dccc2be7c13bed372a4a2453f79d04a05 22 21 2023-10-16T05:51:13Z Avinselavinz 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This is the official wiki of Story of Stories, a massive fantasy epic spanning 600,000 years of history. This is still a new wiki, so expect things to be a little barren before things really get started. == Magic == [[Enigma]] == World Lore == [[Earth (Myerius' Story)]] 8bea359410b785a7540c4ff8fe9454baff572810 File:Aeon logo.png 6 2 4 2023-10-16T03:17:22Z Avinselavinz 2 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Enigma 0 3 5 2023-10-16T03:53:57Z Avinselavinz 2 Created page with "== What is Enigma == Enigma is the source behind all supernatural events such as [[magic]] or [[true magic]] , and so on in Story of Stories. Enigma is unexplainable, representing ''everything'' that is unexplainable, or has been at one point in time. It is the very essence of the world's ineffability. == What Controls Enigma == Human belief, after humanity gains control of the [[Throne]]. Humans are simultaneously an irrational and rational species- for every Aquinas..." wikitext text/x-wiki == What is Enigma == Enigma is the source behind all supernatural events such as [[magic]] or [[true magic]] , and so on in Story of Stories. Enigma is unexplainable, representing ''everything'' that is unexplainable, or has been at one point in time. It is the very essence of the world's ineffability. == What Controls Enigma == Human belief, after humanity gains control of the [[Throne]]. Humans are simultaneously an irrational and rational species- for every Aquinas there is a guru who scorns rationalistic explanations of the world. Rationalism tends to win over Irrationalism and spread amongst humanity, thus unifying its myriad [[Domains]]. With the human drive to explain the world in rational manners, Enigma slowly but surely ebbs away. Rocks become just rocks, the lion becomes but an animal, and the sun becomes merely a ball of flaming gas. And with Enigma ebbing away, so does magic. People believe magic no longer exists, so it doesn't. == Stronger vs Weaker Enigma, and the Destruction and Reconstruction of Enigmas == Can you say one Enigma is 'stronger' or 'weaker' than another Enigma? Yes, you may. How? The less known about the Enigma it is relative to the time period and the higher the absolute Enigma of its time, the stronger it is. For instance, the Enigma of an anime body pillow after a nuclear apocalypse that knocks humans back to the stone age will have more Enigma than a random stick from 8000 BCE. However, a legendary artifact like Excalibur from 500 CE will still have more Enigma than that anime body pillow, even if it is explained (although it will have far less Enigma than during its prime). Enigmas can be 'destroyed' by explaining them in a human dominated world, and 'reconstructed' by forgetting their explanation in a swing back to irrationality or a non human dominated world. c6dd2eada7e8acbefaf384e08cd3b13499686552 35 5 2023-11-07T21:28:11Z Avinselavinz 2 wikitext text/x-wiki == What is Enigma == Enigma is the source behind all supernatural events such as [[magic]] or [[true magic]] , and so on in Story of Stories. Enigma is unexplainable, representing ''everything'' that is unexplainable, or has been at one point in time. It is the very essence of the world's ineffability. == What Controls Enigma == Human belief, after humanity gains control of the [[Throne]]. Humans are simultaneously an irrational and rational species- for every Aquinas there is a guru who scorns rationalistic explanations of the world. Rationalism tends to win over Irrationalism and spread amongst humanity, thus unifying its myriad [[Domains]]. And with Enigma ebbing away, so does magic. People believe magic no longer exists, so it doesn't. However, the problem with this explanation is that humans are innately superstitious. Therefore, a world dominated by human belief is also a world dominated by magic. Therefore, there has to be [[Nibiru|something]] that controls the Throne in actuality. == Stronger vs Weaker Enigma, and the Destruction and Reconstruction of Enigmas == Can you say one Enigma is 'stronger' or 'weaker' than another Enigma? Yes, you may. How? The less known about the Enigma it is relative to the time period and the higher the absolute Enigma of its time, the stronger it is. For instance, the Enigma of an anime body pillow after a nuclear apocalypse that knocks humans back to the stone age will have more Enigma than a random stick from 8000 BCE. However, a legendary artifact like Excalibur from 500 CE will still have more Enigma than that anime body pillow, even if it is explained (although it will have far less Enigma than during its prime). Enigmas can be 'destroyed' by explaining them in a human dominated world, and 'reconstructed' by forgetting their explanation in a swing back to irrationality or a non human dominated world. 4d08b94c817ef8c07c87fd726cebd48423220b55 37 35 2023-11-07T21:32:39Z Avinselavinz 2 wikitext text/x-wiki == What is Enigma == Enigma is the source behind all supernatural events such as [[magic]] or [[true magic]] , and so on in Story of Stories. Enigma is unexplainable, representing ''everything'' that is unexplainable, or has been at one point in time. It is the very essence of the world's ineffability. == What Controls Enigma == Human belief, after humanity gains control of the [[Throne]]. Humans are simultaneously an irrational and rational species- for every Aquinas there is a guru who scorns rationalistic explanations of the world. Rationalism tends to win over Irrationalism and spread amongst humanity, thus unifying its myriad [[Domains]]. Humans are innately superstitious. Therefore, a world dominated by human belief is also a world dominated by magic. Therefore, there has to be [[Nibiru|something]] that controls the Throne in actuality, creating [[The decline of magic|the decline of magic]] == Stronger vs Weaker Enigma, and the Destruction and Reconstruction of Enigmas == Can you say one Enigma is 'stronger' or 'weaker' than another Enigma? Yes, you may. How? The less known about the Enigma it is relative to the time period and the higher the absolute Enigma of its time, the stronger it is. For instance, the Enigma of an anime body pillow after a nuclear apocalypse that knocks humans back to the stone age will have more Enigma than a random stick from 8000 BCE. However, a legendary artifact like Excalibur from 500 CE will still have more Enigma than that anime body pillow, even if it is explained (although it will have far less Enigma than during its prime). Enigmas can be 'destroyed' by explaining them in a human dominated world, and 'reconstructed' by forgetting their explanation in a swing back to irrationality or a non human dominated world. 2aebe8d4f19aa470786ad6e704fbca8a9d639aa9 46 37 2023-11-08T04:49:14Z Avinselavinz 2 wikitext text/x-wiki == What is Enigma == Enigma is the source behind all supernatural events such as [[magic]] or [[true magic]] , and so on in Story of Stories. Enigma is unexplainable, representing ''everything'' that is unexplainable, or has been at one point in time. It is the very essence of the world's ineffability. == What Controls Enigma == Human belief, after humanity gains control of the [[Throne]]. Humans are simultaneously an irrational and rational species- for every Aquinas there is a guru who scorns rationalistic explanations of the world. Rationalism tends to win over Irrationalism and spread amongst humanity, thus unifying its myriad [[Domains]]. Humans are innately superstitious. Therefore, a world dominated by human belief is also a world dominated by magic. Therefore, there has to be [[Nibiru|something]] that controls the Throne in actuality, creating [[The decline of magic|the decline of magic]] == Stronger vs Weaker Enigma, and the Destruction and Reconstruction of Enigmas == Can you say one Enigma is 'stronger' or 'weaker' than another Enigma? Yes, you may. How? The less known about the Enigma it is relative to the time period and the higher the absolute Enigma of its time, the stronger it is. For instance, the Enigma of an anime body pillow after a nuclear apocalypse that knocks humans back to the stone age will have more Enigma than a random stick from 8000 BCE. However, a legendary artifact like Excalibur from 500 CE will still have more Enigma than that anime body pillow, even if it is explained (although it will have far less Enigma than during its prime). Enigmas can be 'destroyed' by explaining them in a Nibiru-influenced world, and 'reconstructed' by forgetting their explanation in a swing back to irrationality or a non human dominated world. ca2e8feae2e8aa4ee183cccc88d4b299ab62bdff 47 46 2023-11-08T04:49:28Z Avinselavinz 2 wikitext text/x-wiki == What is Enigma == Enigma is the source behind all supernatural events such as [[magic]] or [[true magic]] , and so on in Story of Stories. Enigma is unexplainable, representing ''everything'' that is unexplainable, or has been at one point in time. It is the very essence of the world's ineffability. == What Controls Enigma == Human belief, after humanity gains control of the [[Throne]]. Humans are simultaneously an irrational and rational species- for every Aquinas there is a guru who scorns rationalistic explanations of the world. Rationalism tends to win over Irrationalism and spread amongst humanity, thus unifying its myriad [[Domains]]. Humans are innately superstitious. Therefore, a world dominated by human belief is also a world dominated by magic. Therefore, there has to be [[Nibiru|something]] that controls the Throne in actuality, creating [[The decline of magic|the decline of magic]] == Stronger vs Weaker Enigma, and the Destruction and Reconstruction of Enigmas == Can you say one Enigma is 'stronger' or 'weaker' than another Enigma? Yes, you may. How? The less known about the Enigma it is relative to the time period and the higher the absolute Enigma of its time, the stronger it is. For instance, the Enigma of an anime body pillow after a nuclear apocalypse that knocks humans back to the stone age will have more Enigma than a random stick from 8000 BCE. However, a legendary artifact like Excalibur from 500 CE will still have more Enigma than that anime body pillow, even if it is explained (although it will have far less Enigma than during its prime). Enigmas can be 'destroyed' by explaining them in a Nibiru-influenced world, and 'reconstructed' by forgetting their explanation in a swing back to irrationality or a non Nibiru dominated world. d2c0f41f5a73e86b3904ddf3ae311f6cf3d20df8 48 47 2023-11-09T02:07:44Z Avinselavinz 2 wikitext text/x-wiki == What is Enigma == Enigma is the source behind all supernatural events such as [[magic]] or [[true magic]] , and so on in Story of Stories. Enigma is unexplainable, representing ''everything'' that is unexplainable, or has been at one point in time. It is the very essence of the world's ineffability. == What Controls Enigma == Human belief, after humanity gains control of the [[Throne]]. Humans are simultaneously an irrational and rational species- for every Aquinas there is a guru who scorns rationalistic explanations of the world. Humans are innately superstitious. Therefore, a world dominated by human belief is also a world dominated by magic. Therefore, there has to be [[Nibiru|something]] that controls the Throne in actuality, creating [[The decline of magic|the decline of magic]] == Stronger vs Weaker Enigma, and the Destruction and Reconstruction of Enigmas == Can you say one Enigma is 'stronger' or 'weaker' than another Enigma? Yes, you may. How? The less known about the Enigma it is relative to the time period and the higher the absolute Enigma of its time, the stronger it is. For instance, the Enigma of an anime body pillow after a nuclear apocalypse that knocks humans back to the stone age will have more Enigma than a random stick from 8000 BCE. However, a legendary artifact like Excalibur from 500 CE will still have more Enigma than that anime body pillow, even if it is explained (although it will have far less Enigma than during its prime). Enigmas can be 'destroyed' by explaining them in a Nibiru-influenced world, and 'reconstructed' by forgetting their explanation in a swing back to irrationality or a non Nibiru dominated world. 0749be136d4d733973cbe487d56ab40b2943b563 Magic 0 4 6 2023-10-16T04:31:22Z Avinselavinz 2 Created page with "== What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted by humanity. The biggest difference separating True Magic from Magic is threefold '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible. Mages (those who practice Magic)..." wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted by humanity. The biggest difference separating True Magic from Magic is threefold '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the Age of Man, [[Anima]] is thin, Mages thus run the risk of running out when they cast too many spells. '''Dangerous to use''' Drawing in Anima to yourself draws the risk of 'overloading' yourself and causing massive external and internal damage to your body. This is very often not livable. In the Age of Myth, all Magic is True Magic. And all Spirits are True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. 4ff8593ab3a4b240edb44ecaaf5e9e4a8e38d639 7 6 2023-10-16T04:38:35Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted by humanity. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the Age of Man, [[Anima]] is thin and of a lower quality, Mages thus run the risk of running out when they cast too many spells. '''Dangerous to use''' Drawing in Anima to yourself draws the risk of 'overloading' yourself and causing massive external and internal damage to your body. This is very often not livable. In the Age of Myth, all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. b5b02366cf3580c2c15619602ffe4a8a7acaf4b5 23 7 2023-10-16T21:28:54Z 2607:FB90:92A5:97D6:AC39:B777:8278:E85B 0 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted by humanity. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the Age of Man, [[Anima]] is thin and of a lower quality, Mages thus run the risk of running out when they cast too many spells. '''Dangerous to use''' Drawing in Anima to yourself draws the risk of 'overloading' yourself and causing massive external and internal damage to your body. This is very often not livable. In the Age of Myth, all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. 1a5fffe8010150906a584c3fe255a6e83a3af66b 24 23 2023-10-16T21:40:10Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted by humanity. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the Age of Man, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Drawing in Anima to yourself draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. In the Age of Myth, all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. 0ea449bd6aa169cbe80c90144a0c791152af956a 26 24 2023-10-18T01:44:58Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted by humanity. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the Age of Man, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Drawing in Anima to yourself draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. In the Age of Myth, all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells or making Artifacts. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. Some Artifacts are limited to the literal, others can tap into the Conceptual. 0cb10e6abdb40b3cc6526aa6497c2bfddf8d8dd8 31 26 2023-10-28T05:23:31Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted by humanity. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the Age of Man, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. In the Age of Myth, all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. cab7a8c4bf3ba6bc0b4b7efe0f5cb5d99944dbac 36 31 2023-11-07T21:30:30Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. 384fd8a10d84ced7e2f3119ea372ccc52ca093a6 49 36 2023-11-11T01:48:51Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief. Their affinity and belief modifies how the spell needs to be cast. For instance, if they have an affinity for fire spirits in an animistic system, they need to channel Anima into talking to a fire spirit. If they believe magic comes from runes, they need to channel Anima into writing or carving runes. -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. 723018be097e30194eb4d88459ade9242f71964d 50 49 2023-11-11T08:17:54Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and/or qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. You can't use magic without a specific belief. The threshold is rather low: you could believe in a magic portrayed in media (like a roleplaying game or movie or cartoon). There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes, then more powerful Spells need more numerous and more complex runes. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief. Their affinity and belief modifies how the spell needs to be cast. For instance, if they have an affinity for fire spirits in an animistic system, they need to channel Anima into talking to a fire spirit. If they believe magic comes from runes, they need to channel Anima into writing or carving runes. -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. 51b89147f441439ee2deb0ad721cb0c9615dc722 51 50 2023-11-11T08:19:37Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and/or qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. You can't use magic without a specific belief. The threshold is rather low: you could believe in a magic portrayed in media (like a roleplaying game or movie or cartoon). There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Manipulate the Anima around or in them -Focus on something clear that is supported by their affinity and belief. Their affinity and belief modifies how the spell needs to be cast. For instance, if they have an affinity for fire spirits in an animistic system, they need to channel Anima into talking to a fire spirit. If they believe magic comes from runes, they need to channel Anima into writing or carving runes. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes to be read outloud, then more powerful Spells need more numerous and more complex runes to be read outloud with great volume. -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. c7f81e632045af4aa7a0a8510430c7d00ef4748d 52 51 2023-11-12T01:16:25Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and/or qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. You can't use magic without a specific belief. The threshold is rather low: you could believe in a magic portrayed in media (like a roleplaying game or movie or cartoon). There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Grab the Anima around or in them and mold it. -Focus on something clear that is supported by their affinity and belief. Their affinity and belief modifies how the spell needs to be cast. For instance, if they have an affinity for fire spirits in an animistic system, they need to channel Anima into talking to a fire spirit. If they believe magic comes from runes, they need to channel Anima into writing or carving runes. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes to be read outloud, then more powerful Spells need more numerous and more complex runes to be read outloud with great volume. -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. Other side effects come from the specific magical belief. For instance, failing to carve proper runes means the will of the Magician cannot pass through fully and thus the Spell can't be forced completely into reality as it should be. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. 8d4a3d198bce75f784ac276c38c22bc004c731e8 54 52 2023-11-28T16:23:11Z Avinselavinz 2 wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and/or qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. You can't use magic without a specific belief. The threshold is rather low: you could believe in a magic portrayed in media (like a roleplaying game or movie or cartoon). There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Grab the Anima around or in them and mold it. -Focus on something clear that is supported by their affinity and belief. Their affinity and belief modifies how the spell needs to be cast. For instance, if they have an affinity for fire spirits in an animistic system, they need to channel Anima into talking to a fire spirit. If they believe magic comes from runes, they need to channel Anima into writing or carving runes. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes to be read outloud, then more powerful Spells need more numerous and more complex runes to be read outloud with great volume. -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. Other side effects come from the specific magical belief. For instance, failing to carve proper runes means the will of the Magician cannot pass through fully and thus the Spell can't be forced completely into reality as it should be. Furthermore, drawing Anima into you is slow. The bigger your spell is, the more Anima you need to draw in and the slower you will be. This is slow enough to discourage mages to fight directly most of the time. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. aebaec8082db2d5b1c0063bab559e9e19ad30434 55 54 2023-11-28T16:26:39Z Avinselavinz 2 /* Side Effects of Magic */ wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and/or qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. You can't use magic without a specific belief. The threshold is rather low: you could believe in a magic portrayed in media (like a roleplaying game or movie or cartoon). There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Grab the Anima around or in them and mold it. -Focus on something clear that is supported by their affinity and belief. Their affinity and belief modifies how the spell needs to be cast. For instance, if they have an affinity for fire spirits in an animistic system, they need to channel Anima into talking to a fire spirit. If they believe magic comes from runes, they need to channel Anima into writing or carving runes. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes to be read outloud, then more powerful Spells need more numerous and more complex runes to be read outloud with great volume. -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. Other side effects come from the specific magical belief. For instance, failing to carve proper runes means the will of the Magician cannot pass through fully and thus the Spell can't be forced completely into reality as it should be. Furthermore, drawing Anima into you is slow. The bigger your spell is, the more Anima you need to draw in and the slower that will be. This is slow enough to discourage mages to fight directly most of the time. Instead, mages prepare ahead of time, trying to scry as much information as they can. Then when the battle comes they attack from afar. An example is a Taoist alchemist creating several poison traps to guard their base, forcing attackers to hold off their assault- allowing the alchemist to trigger a hidden explosive trap == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. db255f230040b1350327e29d2e84fd1b2153261d Anima 0 5 8 2023-10-16T05:01:49Z Avinselavinz 2 Created page with "== What is Anima == The separation of non-living and living things. Anima is the lifeforce of all things- animals, plants, and even cosmic objects. Without Anima, no living being can live. Every being is connected by their Anima to one another to form a collective of all beings, where all beings are equal. Birds, lions, fish, planets. Planets in specific are made out of Anima, and so are [[Spirits]]. == Anima and Ages == As the [[Age]] of Myth gives way to the Age of..." wikitext text/x-wiki == What is Anima == The separation of non-living and living things. Anima is the lifeforce of all things- animals, plants, and even cosmic objects. Without Anima, no living being can live. Every being is connected by their Anima to one another to form a collective of all beings, where all beings are equal. Birds, lions, fish, planets. Planets in specific are made out of Anima, and so are [[Spirits]]. == Anima and Ages == As the [[Age]] of Myth gives way to the Age of Heroes, which in turn gives way to the Age of Man, the Anima generated by the planet grows less dense and decreases in quality. Every generation of being is adapted to the Anima of its era and no more- a being from the Age of Myth would starve in the Age of Man, and a being from the Age of Man would be overloaded and die in the Age of Myth. Although, beings are not entirely reliant on the Anima of their planet, as even when the planet is entirely dead they can still live with the internal Anima within them. As Anima gets less dense, the average and maximum performance of a living being decreases. Animals get smaller, humans get weaker. == Leylines, Wells == The veins of a planet are called Leylines. Anima flows through these leylines. As Enigma decreases, these Leylines disappear and the ones that are left get thinner. Some, however, stay the same, pumping ancient Anima through them. Leylines pool into Wells, masses of Anima. d5191b389cedbd9e5b48f91043d66134b1f7987b 29 8 2023-10-22T07:31:58Z Avinselavinz 2 wikitext text/x-wiki == What is Anima == The separation of non-living and living things. Anima is the lifeforce of all things- animals, plants, and even cosmic objects. Without Anima, no living being can live. Every being is connected by their Anima to one another to form a collective of all beings, where all beings are equal. Birds, lions, fish, planets. Planets in specific are made out of Anima, and so are [[Spirits]]. == Anima and Ages == As the [[Age]] of Myth gives way to the Age of Heroes, which in turn gives way to the Age of Man, the Anima generated by the planet grows less dense and decreases in quality. Every generation of being is adapted to the Anima of its era and no more- a being from the Age of Myth would starve in the Age of Man, and a being from the Age of Man would be overloaded and die in the Age of Myth. Although, beings are not entirely reliant on the Anima of their planet, as even when the planet is entirely dead they can still live with the internal Anima within them. As Anima gets less dense, the average and maximum performance of a living being decreases. Animals get smaller, humans get weaker. Mythical creatures like dragons or ogres also begin to fade away, much like Spirits. == Leylines, Wells == The veins of a planet are called Leylines. Anima flows through these leylines. As Enigma decreases, these Leylines disappear and the ones that are left get thinner. Some, however, stay the same, pumping ancient Anima through them. Leylines pool into Wells, masses of Anima. b7f49bd4bc611050455cb588035ec36321dd0883 53 29 2023-11-12T23:04:10Z Avinselavinz 2 wikitext text/x-wiki == What is Anima == The separation of non-living and living things. Anima is the lifeforce of all things- animals, plants, and even cosmic objects. Without Anima, no living being can live. Every being is connected by their Anima to one another to form a collective of all beings, where all beings are equal. Birds, lions, fish, planets. Planets in specific are made out of Anima, and so are [[Spirits]]. == Anima and Ages == As the [[Age]] of Myth gives way to the Age of Heroes, which in turn gives way to the Age of Man, the Anima generated by the planet (which serves to supplement the internal Anima of all living beings) grows less dense and decreases in quality. Every generation of being is adapted to the Anima of its era and no more- a being from the Age of Myth would starve in the Age of Man, and a being from the Age of Man would be overloaded and die in the Age of Myth. Although, beings are not entirely reliant on the Anima of their planet, as even when the planet is entirely dead they can still live with the internal Anima within them. As Anima gets less dense, the average and maximum performance of a living being decreases. Animals get smaller, humans get weaker. Mythical creatures like dragons or ogres also begin to fade away, much like Spirits. == Leylines, Wells == The veins of a planet are called Leylines. Anima flows through these leylines. As Enigma decreases, these Leylines disappear and the ones that are left get thinner. Some, however, stay the same, pumping ancient Anima through them. Leylines pool into Wells, masses of Anima. 5ae4db86f91a14dd43da3dd49c5c1b6e2cee7f55 Spirits 0 6 9 2023-10-16T05:13:25Z Avinselavinz 2 Created page with "== What are Spirits == Spirits are non-physical beings, more like extensions of a certain feature of the planet- whether they be human [[domains]] or the planet itself than any actual independent existence. Spirits have no bodies, being made out of Anima. Hence, mundane methods cannot attack them. Only Enigma can interact with them. == Classes of Spirits == There are five classes and three alignments of spirits. Nature Spirits, Societal Spirits, Human Spirits, Primal..." wikitext text/x-wiki == What are Spirits == Spirits are non-physical beings, more like extensions of a certain feature of the planet- whether they be human [[domains]] or the planet itself than any actual independent existence. Spirits have no bodies, being made out of Anima. Hence, mundane methods cannot attack them. Only Enigma can interact with them. == Classes of Spirits == There are five classes and three alignments of spirits. Nature Spirits, Societal Spirits, Human Spirits, Primal Spirits, and Eldritch Spirits. There are Negative, Neutral, and Positive Spirits. The highest level of Spirit for any Class or Alignment are Divine Spirits, who possess Numen. Numen is the Latin term for 'divinity', and represents the power of a god. Divine Spirits have Numen over a certain concept- like Poseidon has Numen over the sea, Odin has Numen over the sky, and so on. Numen is extremely powerful. More powerful Divine Spirits have more powerful Numen. Negative Divine Spirits are generally called 'demons'. == Spirits vs Others == Others are the pre-human assertation form of Spirits. Unlike Spirits, Others are not defined by humanity and exist on their own. Divine Spirits are called Gods in this stage. Gods have bodies in this age and don't rely on followers. a263464b1a40618cfe07b1b102437298e3e746df 11 9 2023-10-16T05:28:00Z Avinselavinz 2 wikitext text/x-wiki == What are Spirits == Spirits are non-physical beings, more like extensions of a certain feature of the planet- whether they be human [[domains]] or the planet itself than any actual independent existence. Spirits are immortal. Spirits have no bodies, being made out of Anima. Hence, mundane methods cannot attack them. Only Enigma can interact with them. == Classes of Spirits == There are five classes and three alignments of spirits. Nature Spirits, Societal Spirits, Human Spirits, Primal Spirits, and Eldritch Spirits. There are Negative, Neutral, and Positive Spirits. The highest level of Spirit for any Class or Alignment are Divine Spirits, who possess Numen. Numen is the Latin term for 'divinity', and represents the power of a god. Divine Spirits have Numen over a certain concept- like Poseidon has Numen over the sea, Odin has Numen over the sky, and so on. Numen is extremely powerful. More powerful Divine Spirits have more powerful Numen. Divine Spirits may take many forms. Negative Divine Spirits are generally called 'demons'. == Spirits vs Others == Others are the pre-human assertation form of Spirits. Unlike Spirits, Others are not defined by humanity and exist on their own. Divine Spirits are called Gods in this stage. Gods have bodies in this age and don't rely on followers. 3ad1a185488ce151eab887f9f70d067e1a5163fa 30 11 2023-10-27T22:32:44Z Avinselavinz 2 wikitext text/x-wiki == What are Spirits == Spirits are non-physical beings, more like extensions of a certain feature of the planet- whether they be human [[domains]] or the planet itself than any actual independent existence. Spirits are immortal. Spirits have no bodies, being made out of Anima. Hence, mundane methods cannot attack them. Only Enigma can interact with them. == Classes of Spirits == There are five classes and three alignments of spirits. Nature Spirits, Societal Spirits, Human Spirits, Primal Spirits, and Eldritch Spirits. There are Negative, Neutral, and Positive Spirits. The highest level of Spirit for any Class or Alignment are Divine Spirits, who possess Numen. Numen is the Latin term for 'divinity', and represents the power of a god to do anything within their field by simply 'nodding', or willing it be so. Divine Spirits have Numen over a certain concept- like Poseidon has Numen over the sea, Odin has Numen over the sky, and so on. Numen is extremely powerful. More powerful Divine Spirits have more powerful Numen. Divine Spirits may take many forms. Negative Divine Spirits are generally called 'demons'. == Spirits vs Others == Others are the pre-human assertation form of Spirits. Unlike Spirits, Others are not defined by humanity and exist on their own. Divine Spirits are called Gods in this stage. Gods have bodies in this age and don't rely on followers. 5cef2cb75bf397cd8b47b203f2076a9e09e1bd16 32 30 2023-10-29T00:03:46Z Avinselavinz 2 wikitext text/x-wiki == What are Spirits == Spirits are non-physical beings, more like extensions of a certain feature of the planet- whether they be human [[domains]] or the planet itself than any actual independent existence. Spirits are immortal. Spirits have no bodies, being made out of Anima. Hence, mundane methods cannot attack them. Only Enigma can interact with them. == Classes of Spirits == There are five classes and three alignments of spirits. Nature Spirits, Societal Spirits, Human Spirits, Primal Spirits, and Eldritch Spirits. There are Negative, Neutral, and Positive Spirits- 'evil', 'neutral', and 'good'. The highest level of Spirit for any Class or Alignment are Divine Spirits, who possess Numen. Numen is the Latin term for 'divinity', and represents the power of a god to do anything within their field by simply 'nodding', or willing it be regardless if its physically impossible or not. Divine Spirits have Numen over a certain concept- like Poseidon has Numen over the sea, Odin has Numen over the sky, and so on. Numen is extremely powerful. More powerful Divine Spirits have more powerful Numen. Divine Spirits may take many forms. Negative Divine Spirits are generally called 'demons'. == Spirits vs Others == Others are the pre-human assertation form of Spirits. Unlike Spirits, Others are not defined by humanity and exist on their own. Divine Spirits are called Gods in this stage. Gods have bodies in this age and don't rely on followers. e5927be429d7518fe2f38d4d8fa3862e0a831a4b Soul 0 7 10 2023-10-16T05:15:08Z Avinselavinz 2 Created page with "Souls are the marker of intelligence. Non-living things, like machines and zombies, can have souls but not Anima. When a creature's body is destroyed, the soul separates from the body. Souls cannot be destroyed, though they can be created, so what happens is the soul goes through whatever it believed in the time. If the soul believes it will be destroyed after death or reincarnated, it will have its memories and personality wiped out and get incarnated into another form." wikitext text/x-wiki Souls are the marker of intelligence. Non-living things, like machines and zombies, can have souls but not Anima. When a creature's body is destroyed, the soul separates from the body. Souls cannot be destroyed, though they can be created, so what happens is the soul goes through whatever it believed in the time. If the soul believes it will be destroyed after death or reincarnated, it will have its memories and personality wiped out and get incarnated into another form. be4277e11f158ec707a79e5d1cfcde18618d2b3a Throne 0 9 14 2023-10-16T05:33:22Z Avinselavinz 2 Created page with "The Throne is the fundamental guider of reality. It is what determines how reality works from the largest galaxy to the string. An entire species can be the bearer of the Throne, and thus their belief drives things. Their influence will start small- limited perhaps to a scant few geographical regions- but soon, it will take over the entire world as their population and their advancement grows." wikitext text/x-wiki The Throne is the fundamental guider of reality. It is what determines how reality works from the largest galaxy to the string. An entire species can be the bearer of the Throne, and thus their belief drives things. Their influence will start small- limited perhaps to a scant few geographical regions- but soon, it will take over the entire world as their population and their advancement grows. 17e89c5155615aa5c910b86d56c9c2289f7dc4da 15 14 2023-10-16T05:34:17Z Avinselavinz 2 wikitext text/x-wiki The Throne is the fundamental guider of reality. It is what determines how reality works from the largest galaxy to the string. An entire species can be the bearer of the Throne, and thus their belief drives things. Their influence will start small- limited perhaps to a scant few geographical regions- but soon, it will take over the entire world as their population and their advancement grows. The Throne isn't really a thing or in a place. It's everywhere and nowhere, existing throughout space and time. It is in theory possible for an individual to assert their influence over the Throne and take over everything. In theory. 5572bc51e5d23ed50e9ea2ae18a6d7d70cef25d0 17 15 2023-10-16T05:39:23Z Avinselavinz 2 wikitext text/x-wiki The Throne is the fundamental guider of reality. It is what determines how reality works from the largest galaxy to the string (while the [[First Cause]] makes it). An entire species can be the bearer of the Throne, and thus their belief drives things. Their influence will start small- limited perhaps to a scant few geographical regions- but soon, it will take over the entire world as their population and their advancement grows. The Throne isn't really a thing or in a place. It's everywhere and nowhere, existing throughout space and time. It is in theory possible for an individual to assert their influence over the Throne and take over everything. In theory. d273b6c12fa7f259257ae8c1680bb2617f3efd2d 27 17 2023-10-21T06:02:49Z Avinselavinz 2 wikitext text/x-wiki The Throne is the fundamental guider of reality. It is what determines how reality works from the largest galaxy to the string (while the [[First Cause]] makes it). An entire species can be the bearer of the Throne, and thus their belief drives things. Their influence will start small- limited perhaps to a scant few geographical regions- but soon, it will take over the entire world as their population and their advancement grows. The main factor determining this is how there are local variations of the Throne per [[Tree of Possibilities |timeline]], meaning a timeline can have one variation of the Throne controlled by Gods, and another timeline can have a variation of the Throne controlled by humans. The true and local Throne isn't really a thing or in a place. It's everywhere and nowhere, existing throughout space and time. It is in theory possible for an individual to assert their influence over the Throne and take over everything. In theory. The main way to do this would be to seek an extreme level of internal cultivation, trying to become fused with the world to the point where you become 'one' with the Throne. Some people try to prevent this to keep their agency, others accept it fully. e9c79ff8682d08791f60b081bc787eaeba93e96c 28 27 2023-10-21T06:05:43Z Avinselavinz 2 wikitext text/x-wiki The Throne is the fundamental guider of reality. It is what determines how reality works from the largest galaxy to the string (while the [[First Cause]] makes it). An entire species can be the bearer of the Throne, and thus their belief drives things. Their influence will start small- limited perhaps to a scant few geographical regions- but soon, it will take over the entire world as their population and their advancement grows. The main factor determining this is how there are local variations of the Throne per [[Tree of Possibilities |timeline]], meaning a timeline can have one variation of the Throne controlled by Gods, and another timeline can have a variation of the Throne controlled by humans. This allows each timeline to have its own rules. Furthermore, the local variation measures how much the dominant species has control over it. The bigger and more potent its population, the more control it will have. Control over local variations does not translate to control over the true Throne. The true and local Throne isn't really a thing or in a place. It's everywhere and nowhere, existing throughout space and time. It is in theory possible for an individual to assert their influence over the Throne and take over everything. In theory. The main way to do this would be to seek an extreme level of internal cultivation, trying to become fused with the world to the point where you become 'one' with the Throne. Some people try to prevent this to keep their agency, others accept it fully. This is, of course, impossible for normal humans to attain. be73684b7df2dc493db2394bed8999d84d6d3856 Domains 0 10 16 2023-10-16T05:38:26Z Avinselavinz 2 Created page with "Domains are regions of belief. For instance, the Chinese have their own Domain, so do the Indians, so do the Persians, and so on. Domains have Links between them that allow travelers to go back and forth between them. A Domain without any links is isolated, and thus nobody can get out or in it. The higher the Enigma level of the world, the more separated Domains are. In the Age of Myth, each Domain was an entirely different universe with different laws, up to and includ..." wikitext text/x-wiki Domains are regions of belief. For instance, the Chinese have their own Domain, so do the Indians, so do the Persians, and so on. Domains have Links between them that allow travelers to go back and forth between them. A Domain without any links is isolated, and thus nobody can get out or in it. The higher the Enigma level of the world, the more separated Domains are. In the Age of Myth, each Domain was an entirely different universe with different laws, up to and including a different version of the sun and moon for each, but in the Age of Heroes, they're nothing more than moderate variations in laws, with each Domain having different versions of each object. In the Age of Man, Domains are extremely faint and point to the same thing. == Fantasia == ''See also [[Construction of a Cosmic Object]]'' When the Age of Heroes comes around, all Spirits go to Fantasia, a world governed entirely by Enigma. f63620026a1ed5756a7c9098e37c5c62223b144a 43 16 2023-11-08T03:19:03Z Avinselavinz 2 wikitext text/x-wiki Domains are regions of belief. For instance, the Chinese have their own Domain, so do the Indians, so do the Persians, and so on. Domains have Links between them that allow travelers to go back and forth between them. A Domain without any links is isolated, and thus nobody can get out or in it. The higher the Enigma level of the world, the more separated Domains are. In Stage 1, each Domain was an entirely different universe with different laws, up to and including a different version of the sun and moon for each, but in Stage 2-3, they're nothing more than moderate variations in laws, with each Domain having different versions of each object. In Stage 4, Domains are extremely faint and point to the same thing. == Fantasia == ''See also [[Construction of a Cosmic Object]]'' When the Age of Heroes comes around, all Spirits go to Fantasia, a world governed entirely by Enigma. 9e26cb24232b6dcc28cf7f843eaaf4b842731c8a Construction of a Cosmic Object 0 11 18 2023-10-16T05:42:24Z Avinselavinz 2 Created page with "Every cosmic object- a planet or a star- is constructed the same basic way. == Surface == This is where the world puts the Domains of humanity or another sapient race before they extend to cover the universe. It is also where it expresses its Core Reality, the reality it wants others to see. == Mantle == The body of the cosmic object. It contains the 'thoughts' of the cosmic object. It also includes Fantasia. == Core == The true self of the cosmic object, its soul...." wikitext text/x-wiki Every cosmic object- a planet or a star- is constructed the same basic way. == Surface == This is where the world puts the Domains of humanity or another sapient race before they extend to cover the universe. It is also where it expresses its Core Reality, the reality it wants others to see. == Mantle == The body of the cosmic object. It contains the 'thoughts' of the cosmic object. It also includes Fantasia. == Core == The true self of the cosmic object, its soul. This is where its [[Apostles]] and Planetary Sensory Organ are located. In times of stress, the Core summons the Apostles to make short work of whatever threatens it. 0ad3129a0880493b64139c026bbd2592cf0cc51d 44 18 2023-11-08T03:19:27Z Avinselavinz 2 wikitext text/x-wiki Every cosmic object- a planet or a star- is constructed the same basic way. == Surface == This is where the world puts the Domains of humanity or another sapient race before they extend to cover the universe. It is also where it expresses its Core Reality, the reality it wants others to see. == Mantle == The body of the cosmic object. It contains the 'thoughts' of the cosmic object. It also includes Fantasia. == Core == The true self of the cosmic object, its soul and where the Core Reality is located. This is where its [[Apostles]] and Planetary Sensory Organ are located. In times of stress, the Core summons the Apostles to make short work of whatever threatens it. d2bba1d9932575641fe54f1265d664766e94b555 Apostles 0 12 19 2023-10-16T05:45:14Z Avinselavinz 2 Created page with "Apostles are the defense system of a cosmic object. They defend it from whatever threats risk its own safety. This is a very high bar to reach- even destroying 90% of the surface of a planet wouldn't bring the Apostles to react. However, trying to destroy the planets would cause them to provoke. Apostles are immensely powerful, possessing Numen of their own. They are specifically made to hard counter the current threat. If the Apostles are not enough, the Planetary Sens..." wikitext text/x-wiki Apostles are the defense system of a cosmic object. They defend it from whatever threats risk its own safety. This is a very high bar to reach- even destroying 90% of the surface of a planet wouldn't bring the Apostles to react. However, trying to destroy the planets would cause them to provoke. Apostles are immensely powerful, possessing Numen of their own. They are specifically made to hard counter the current threat. If the Apostles are not enough, the Planetary Sensory Organ is summoned, which has absolute Numen over every aspect of the planet. 113c4968865026b26c41dd5b54e88015edcbdba9 First Cause 0 13 20 2023-10-16T05:46:19Z Avinselavinz 2 Created page with "If you've read Aristotle or Aquinas, you know what this is. It is essentially the First Cause that made all of Story of Stories. Does it think? Yes. Does it give commandments? No. For its thoughts are not our own and can't be understood. It doesn't care enough to give commandments, either way." wikitext text/x-wiki If you've read Aristotle or Aquinas, you know what this is. It is essentially the First Cause that made all of Story of Stories. Does it think? Yes. Does it give commandments? No. For its thoughts are not our own and can't be understood. It doesn't care enough to give commandments, either way. cb0e241899da9a2337188004535354f936e7d18b The decline of magic 0 15 38 2023-11-07T21:58:09Z Avinselavinz 2 Created page with "Why does magic decline? Why do gods retreat from the world? Why do spells become weaker and weaker? Why does Anima grow thinner? The answer is not human belief. Humans believe in the supernatural. Give them control of reality, and they will continue to make things more supernatural. Something else is controlling reality- and forcing Anima and Enigma out of the equation." wikitext text/x-wiki Why does magic decline? Why do gods retreat from the world? Why do spells become weaker and weaker? Why does Anima grow thinner? The answer is not human belief. Humans believe in the supernatural. Give them control of reality, and they will continue to make things more supernatural. Something else is controlling reality- and forcing Anima and Enigma out of the equation. e24b4ab233dbd7ddf6dc1df5980d729dc91cfd07 39 38 2023-11-07T22:10:36Z Avinselavinz 2 wikitext text/x-wiki Why does magic decline? Why do gods retreat from the world? Why do spells become weaker and weaker? Why does Anima grow thinner? The answer is not human belief. Humans believe in the supernatural. Give them control of reality, and they will continue to make things more supernatural. Something else is controlling reality- and forcing Anima and Enigma out of the equation. It controls the Throne- gaining more and more power, bit by bit. Its levels of control can be divided into four stages. Some of the stages can persist in isolated corners of the world. == Stage 1 == Begins at around 4000 BCE. Spirits begin to ebb away and the avatars of gods manifest much less commonly. Before this, a catastrophic event occurs that destroys the bodies of the gods. At the end of this Stage, humans take over the Throne and the exodus to Fantasia begins. == Stage 2 == Begins around 700 BCE. Spirits are much rarer, gods no longer manifest save the rarest events. == Stage 3 == Begins around 800 CE. Gods no longer manifest at all. == Stage 4 == Begins at 1800 CE. Monsters only exist in extremely limited locations, and spells are the weakest they'll ever be. 87a7e4b33c1274d67de3c5d8773d67869f7858c5 41 39 2023-11-08T03:17:49Z Avinselavinz 2 wikitext text/x-wiki Why does magic decline? Why do gods retreat from the world? Why do spells become weaker and weaker? Why does Anima grow thinner? The answer is not human belief. Humans believe in the supernatural. Give them control of reality, and they will continue to make things more supernatural. Something else is controlling reality- and forcing Anima and Enigma out of the equation. It controls the Throne- gaining more and more power, bit by bit. Its levels of control can be divided into four stages. Some of the stages can persist in isolated corners of the world. == Stage 1 == (Age of Myth) Begins at around 4000 BCE. Spirits begin to ebb away and the avatars of gods manifest much less commonly. Before this, a catastrophic event occurs that destroys the bodies of the gods. At the end of this Stage, humans take over the Throne and the exodus to Fantasia begins. == Stage 2 == (Age of Heroes) Begins around 700 BCE. Spirits are much rarer, gods no longer manifest save the rarest events. == Stage 3 == (Age of Empires) Begins around 800 CE. Gods no longer manifest at all. == Stage 4 == (Age of Science) Begins at 1800 CE. Monsters only exist in extremely limited locations, and spells are the weakest they'll ever be. 3a060a25501736c5bcee402ca070637e4bd04f20 42 41 2023-11-08T03:18:05Z Avinselavinz 2 wikitext text/x-wiki Why does magic decline? Why do gods retreat from the world? Why do spells become weaker and weaker? Why does Anima grow thinner? The answer is not human belief. Humans believe in the supernatural. Give them control of reality, and they will continue to make things more supernatural. Something else is controlling reality- and forcing Anima and Enigma out of the equation. It controls the Throne- gaining more and more power, bit by bit. Its levels of control can be divided into four stages. Some of the stages can persist in isolated corners of the world. == Stage 1 == (Age of Myth) Begins at around 4000 BCE. Spirits begin to ebb away and the avatars of gods manifest much less commonly. Before this, a catastrophic event occurs that destroys the bodies of the gods. At the end of this Stage, humans take over the Throne, True Magic disappears, and the exodus to Fantasia begins. == Stage 2 == (Age of Heroes) Begins around 700 BCE. Spirits are much rarer, gods no longer manifest save the rarest events. == Stage 3 == (Age of Empires) Begins around 800 CE. Gods no longer manifest at all. == Stage 4 == (Age of Science) Begins at 1800 CE. Monsters only exist in extremely limited locations, and spells are the weakest they'll ever be. 70c28926badd8d18bf14821c0b899199aa6d2fba 45 42 2023-11-08T04:46:22Z Avinselavinz 2 wikitext text/x-wiki Why does magic decline? Why do gods retreat from the world? Why do spells become weaker and weaker? Why does Anima grow thinner? The answer is not human belief. Humans believe in the supernatural. Give them control of reality, and they will continue to make things more supernatural. Something else is controlling reality- and forcing Anima and Enigma out of the equation and forcing our modern materialistic view of the universe onto the world. It controls the Throne- gaining more and more power, bit by bit. Its levels of control can be divided into four stages. Some of the stages can persist in isolated corners of the world. == Stage 1 == (Age of Myth) Begins at around 4000 BCE. Spirits begin to ebb away and the avatars of gods manifest much less commonly. Before this, a catastrophic event occurs that destroys the bodies of the gods. At the end of this Stage, humans take over the Throne, True Magic disappears, and the exodus to Fantasia begins. == Stage 2 == (Age of Heroes) Begins around 700 BCE. Spirits are much rarer, gods no longer manifest save the rarest events. == Stage 3 == (Age of Empires) Begins around 800 CE. Gods no longer manifest at all. == Stage 4 == (Age of Science) Begins at 1800 CE. Monsters only exist in extremely limited locations, and spells are the weakest they'll ever be. 2ec2089d5b3cfb8c335a42d8fc77c8456aa025aa Nibiru 0 16 40 2023-11-07T22:43:12Z Avinselavinz 2 Created page with "Nibiru is a being of uncertain origin and of uncertain motives. It looks like a shining black egg the size of Jupiter. It floats through space and time aimlessly. Nibiru has the ability to control the local Throne instance and steadily begin to remove Enigma. It also seeds certain humans with an ideology of naturalism to allow human disbelief in magic to spread." wikitext text/x-wiki Nibiru is a being of uncertain origin and of uncertain motives. It looks like a shining black egg the size of Jupiter. It floats through space and time aimlessly. Nibiru has the ability to control the local Throne instance and steadily begin to remove Enigma. It also seeds certain humans with an ideology of naturalism to allow human disbelief in magic to spread. 3e5d7e4e9c76e839f96fe54f2a1773367e260f24 Magic 0 4 56 55 2023-11-28T16:26:53Z Avinselavinz 2 /* Side Effects of Magic */ wikitext text/x-wiki == What is Magic == Magic is the human effort at creating artificial Enigma events, after the Throne has been supplanted. The biggest difference separating True Magic from Magic is threefold: '''Limitation to Enigma''' Magic is limited to what the historical period considers possible. When, for instance, phlogiston was debunked, magic based off of Phlogiston ceased to work. True Magic can go beyond this and do the impossible, as it is the highest form of Enigma. Mages (those who practice Magic) can fire fireballs slowly because it is in theory possible to shoot fireballs with quantum influences. ''' Thinness of Anima''' In the the modern day, [[Anima]] is thinner and of a lower quality than it was in the Age of Heroes or the Age of Myth. Mages thus run the risk of running out of Anima when they cast too many spells. Furthermore, the thinner Anima gets, the weaker Magic can be. A tome made in the 1500s will be far less potent in effect than a scroll dating back to 300 BCE. '''Dangerous to use''' Manipulating Anima draws the risk of 'overloading' your body and causing massive external and internal damage. This is very often not survivable. When the Throne is not controlled by [[Nibiru]], all Magic is True Magic. == How does one use Magic == Let's define a constant of magic. Magic is essentially the belief that one can control reality with supernatural forces. Spirits, ki, anything and everything. What determines the type of magic a Mage can use depends on the belief the magic came from. For instance, a Chinese Mage could use Taoist alchemy and/or qigong. However, the farther one goes away from a region where that belief dominates, the weaker their magic will become. Even if they take their belief with them, their magic will get weaker. You can't use magic without a specific belief. The threshold is rather low: you could believe in a magic portrayed in media (like a roleplaying game or movie or cartoon). There are several ways to avoid this. The most common way is to stay far away from other people. This allows the Mage's belief to dominate because the Mage is the only one around. The second most common way is to surround yourself with believers. This is more difficult, considering you have to manage all of those people- and there's the fact that occultists aren't exactly familiar with human customs. === The Gift of Magic === What separates Mages from non-Mages? The Gift of Magic. Technically, anyone can use Magic, at an extremely basic and low level. But only Mages can use it well. The thing that separates a Mage from a Non Mage is the Gift of Magic. The Gift is something in your [[soul]]. It doesn't manifest in the body at all save when spells are in use- then it manifests as a marking unique to the individual. The Gift is not purely blood reliant, because it appears in people that have mundanity in their blood all the way up to their grandparents' grandparents. However, it can be passed down reliably, and even strengthened through selective breeding. The Gift of Magic allows one to sense and manipulate (and even see and hear in enough density) Anima. Certain people have affinities for certain types of magic within their belief system (for instance, 'geomancy') == Three Magical Statistics == No exact tiers exist. It merely would say 'this character has a poor Anima Capacity'. '''Anima Capacity'''- How much Anima you can alter at once. Going over this limit is possible, but has a severe Burnout risk. '''Anima Sense''' How finely you can sense Anima '''Anima Will''' How well you can focus your will on bending Anima for spells. === Spells === Spells are the crystallization of a Mage's will towards a certain goal. To cast a spell, the Mage must be focused on only what the Spell is meant to do- if the Mage breaks focus, the Spell is dispelled and they risk Anima backlash. To cast a spell, the user must -Grab the Anima around or in them and mold it. -Focus on something clear that is supported by their affinity and belief. Their affinity and belief modifies how the spell needs to be cast. For instance, if they have an affinity for fire spirits in an animistic system, they need to channel Anima into talking to a fire spirit. If they believe magic comes from runes, they need to channel Anima into writing or carving runes. The more powerful the Spell, the more Anima it needs and the more effort needed to cast it. If one's belief of Magic needs runes to be read outloud, then more powerful Spells need more numerous and more complex runes to be read outloud with great volume. -Force the spell into reality, generating an Enigma. === Side Effects of Magic === Drawing Anima into you can overload your body, killing you. Other side effects come from the specific magical belief. For instance, failing to carve proper runes means the will of the Magician cannot pass through fully and thus the Spell can't be forced completely into reality as it should be. Furthermore, drawing Anima into you is slow. The bigger your spell is, the more Anima you need to draw in and the slower that will be. This is slow enough to discourage mages to fight directly most of the time. Instead, mages prepare ahead of time, trying to scry as much information as they can. Then when the battle comes they attack from afar. An example is a Taoist alchemist creating several poison traps to guard their base, forcing attackers to hold off their assault- allowing the alchemist to trigger a hidden explosive trap. == Artifacts == Artifacts are items that possess Enigma. Swords, guns, bows, shields, anything. The more Enigma it possesses, the stronger its effect will be. There are three types of Artifacts. '''Supportive Artifacts''' Artifacts that add new effects onto the user (like flight) or enhance existing abilities. '''Defense Artifacts''' Artifacts made to defend the user, like a (literal) shield that reflects all projectile attacks. '''Attack Artifacts''' Artifacts that launch an attack, like a pair of scissors that can cut through anything, even space and time. Artifacts are hard to make. One would need high levels of ambient Anima and Enigma, and extremely high skill in crafting the specific type of Artifact. === Benefits of Magic === Magic attacks harm not only the body, but the soul. As the soul cannot be destroyed, it may heal with no limit, however. Only special magic can leave permanent scars. Magic is not only literal, but it can be metaphorical. This is a Conceptual Property. Not all spells have conceptual property, but anything with Enigma (including high tier spells or True Magic) has a conceptual property. An example is Sun Drop's Conceptual Property to 'Destroy anything', which applies from anything to curses to the entire surface of a planet. In the Age of Heroes and (moreso) Man, it takes a highly experienced Magician to cast a spell with a conceptual property. It carries more risk of Anima burnout as well. Some Artifacts are limited to the literal, others can tap into the Conceptual. 229c557397196c6dbbc8290c24bd92ca9177c9b1 Anima 0 5 57 53 2023-11-29T04:39:21Z Avinselavinz 2 wikitext text/x-wiki == What is Anima == The separation of non-living and living things. Anima is the lifeforce of all things- animals, plants, and even cosmic objects. Without Anima, no living being can live. Every being is connected by their Anima to one another to form a collective of all beings, where all beings are equal. Birds, lions, fish, planets. Planets in specific are made out of Anima, and so are [[Spirits]]. == Anima and Ages == As the [[Age]] of Myth gives way to the Age of Heroes, which in turn gives way to the Age of Man, the Anima generated by the planet (which serves to supplement the internal Anima of all living beings) grows less dense and decreases in quality. Every generation of being is adapted to the Anima of its era and no more- a being from the Age of Myth would starve in the Age of Man, and a being from the Age of Man would be overloaded and die in the Age of Myth. Although, beings are not entirely reliant on the Anima of their planet, as even when the planet is entirely dead they can still live with the internal Anima within them. As Anima gets less dense, the average and maximum performance of a living being decreases. Animals get smaller, humans get weaker. Mythical creatures like dragons or ogres also begin to fade away, much like Spirits. == Leylines, Wells == The veins of a planet are called Leylines. Anima flows through these leylines. As Enigma decreases, these Leylines disappear and the ones that are left get thinner. Some, however, stay the same, pumping ancient Anima through them. Leylines pool into Wells, masses of Anima. Spirits mass near Leylines and Wells. In addition, Spells casted in these locations are stronger (for the same amount of Anima Capacity, more is drawn in), but draw more risk of Anima burnout. 7df7eaa2945bef7fd447d54da2f2469a5c65ca8f